Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old December 12, 2008, 23:36   #1
vorondil
Apprentice
 
Join Date: Dec 2008
Location: Los Angeles
Posts: 55
vorondil is on a distinguished road
weapons: multiple blows versus multiple slays

I'm playing a cl29 human warrior in vanilla, just ho-humming at 900' and 950' waiting for some FA. I was getting frustrated, but then I realized I get an 'excellent' item just about every time I clear out a floor. But I have a question about how to arm myself. Here's the character dump:

http://angband.oook.cz/ladder-show.php?id=8324

Note I have =damage+13. So what would you all have to say about using an HA scimitar (+12,+7) that I could enchant up to (+12,+9) at 2 blows versus using Narthanc at (+9,+9) and 4 blows? With the slay bonus and relatively few non-evil creatures down in the caves, does halving my amount of blows just about even out by doubling the damage roll? Is the probability of missing some of those 4 blows something I have to take into account given enemy AC?

Using the HA scimitar also frees up a ring slot since I use that for see invisible. What do you think?
vorondil is offline   Reply With Quote
Old December 13, 2008, 00:27   #2
vorondil
Apprentice
 
Join Date: Dec 2008
Location: Los Angeles
Posts: 55
vorondil is on a distinguished road
LOL I just rtfm'd and realized that slay multipliers are applied only to the damage roll, not to any bonuses.
vorondil is offline   Reply With Quote
Old December 13, 2008, 00:39   #3
Donald Jonker
Knight
 
Join Date: Jun 2008
Posts: 593
Donald Jonker is on a distinguished road
a tangential point - FA isn't worth waiting around for. Get a _dEvil from the magic shop and avoid homunculi, illusionists, druids, white and gray wraiths (i think)... a couple others. Those are basically the only ones you'll run into until 1800' or so, and by then you'll find FA somewhere. it may be worth compiling a list of paralysing monsters for the benefit of those who don't wait around for FA (i'll probably do this myself sooner or later). All of them are evil, as far as i know, so you'll always be able to detect them.

Basically, you'll probably run into an out of depth paralyser before 1000' if you keep scumming for FA anyway.
Donald Jonker is offline   Reply With Quote
Old December 13, 2008, 00:49   #4
vorondil
Apprentice
 
Join Date: Dec 2008
Location: Los Angeles
Posts: 55
vorondil is on a distinguished road
Quote:
Originally Posted by Donald Jonker View Post
a tangential point - FA isn't worth waiting around for. Get a _dEvil from the magic shop and avoid homunculi, illusionists, druids, white and gray wraiths (i think)... a couple others.
How often would you recommend to use the _dEvil? I always fire it off when I survey the level at the beginning, but I assume I'd need to do this more often below 950'.

Also, I've seen all of those except for white wraiths. I assume the problem gets worse when they all start showing up in groups.

Quote:
Originally Posted by Donald Jonker View Post
it may be worth compiling a list of paralysing monsters for the benefit of those who don't wait around for FA (i'll probably do this myself sooner or later). All of them are evil, as far as i know, so you'll always be able to detect them.

Basically, you'll probably run into an out of depth paralyser before 1000' if you keep scumming for FA anyway.
As I noted above, that's very true. Just glancing at the monster spoiler, carrion crawlers, ghouls and vampires are the next big paralyzers after the ones you mentioned (and evil eyes, which I've already met). When do you start running into carrion crawlers, in your experience?
vorondil is offline   Reply With Quote
Old December 13, 2008, 15:05   #5
Donald Jonker
Knight
 
Join Date: Jun 2008
Posts: 593
Donald Jonker is on a distinguished road
Quote:
Originally Posted by vorondil View Post
How often would you recommend to use the _dEvil? I always fire it off when I survey the level at the beginning, but I assume I'd need to do this more often below 950'.
The more the better, but a decent rule of thumb is every time the viewable area shifts significantly - i.e., when you move to a new room. Also during long protracted battles, like clearing orc or troll pits, dEvil every once in a while to make sure nothing is sneaking up on you.


Quote:
When do you start running into carrion crawlers, in your experience?
Native depth is 1200' for individual ones, 3200' for groups (you can check the spoiler tab at the top of this site for this stuff). Alarmingly, they aren't evil - thus undetectable for warriors; but they paralyze by melee, not at a distance, so still very avoidable.

EDIT: 1700' for groups.

Last edited by Donald Jonker; December 13, 2008 at 17:35.
Donald Jonker is offline   Reply With Quote
Old December 17, 2008, 21:51   #6
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,217
Donated: $40
Pete Mack is on a distinguished road
There's one otherl piece of gear that you should carry if you play without FA: rod(s) of light. Illuminating hallways reduces risks by a huge amount. Also beware basilisks and gorgimaera. Avoid ghasts at all cost-double speed with both spell and touch
Pete Mack is offline   Reply With Quote
Old December 18, 2008, 02:43   #7
Zikke
Veteran
 
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,068
Zikke is on a distinguished road
I thought Rods of Light light up the room and not in a beam. Or has it just been too long since I've used one...
Zikke is offline   Reply With Quote
Old December 18, 2008, 03:12   #8
Donald Jonker
Knight
 
Join Date: Jun 2008
Posts: 593
Donald Jonker is on a distinguished road
Quote:
Originally Posted by Zikke View Post
I thought Rods of Light light up the room and not in a beam. Or has it just been too long since I've used one...
You're thinking of rods of illumination.
Donald Jonker is offline   Reply With Quote
Old December 18, 2008, 07:16   #9
Zikke
Veteran
 
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,068
Zikke is on a distinguished road
They all run together when you play a mage
Zikke is offline   Reply With Quote
Old December 18, 2008, 07:30   #10
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,217
Donated: $40
Pete Mack is on a distinguished road
rods of light are even more useful as a Mage: you can dissolve troll and Orc pits a lot easier than with lightning bolt or MM.
Pete Mack is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Branded weapons and slays Donald Jonker Vanilla 2 October 22, 2008 22:54
Quick Diving versus "Recommended Depths" Wraitheist Vanilla 14 May 4, 2008 08:12
Real nooby question about slays Jude Vanilla 5 December 14, 2007 15:29
Max Blows Conker AAR 2 November 9, 2007 04:40
Confused about multiple character on Linux ehertlein Vanilla 6 August 13, 2007 11:19


All times are GMT +1. The time now is 19:39.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2019, vBulletin Solutions Inc.